Thread #737117082
File: Marathon 2026.04.17 - 15.15.23.04.DVR.webm (3.9 MB)
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If you have the skill to accurately get headshots you should be rewarded for it
>B-b-but the only counter is another sniper
You can also use cover
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File: Marathon 2026.04.17 - 14.02.08.03.DVR.webm (3.9 MB)
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>>737117334
There's a difference between standing behind cover and using cover
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>>737117082
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File: Marathon 2026.04.16 - 20.01.04.14.DVR.webm (3.9 MB)
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>>737117565
>So we are the S'pht
In game
>Phfor and F'lickta ?
Season 2
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>>737117830
What about other fun stuff that halo had? like crazy physics, launchers, gravity elevators that also work on nades, vehicles, gravity hammer type weapons because right now this game looks like cod on mdma.
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>>737117565
yes that's exactly it. The game is just collecting garbage for 20 minutes and killing people to waste their time, in between that you shoot the same looking robot
the S'pht makes an appearance as an end game content raid boss that is mysteriously 10x the size of the original with 10x the health
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Assuming the context is in games where sniper rifles can instantly kill you instantly from any range with no setup/charge time - just point and click. They're disliked because they lead to too lop-sided combat encounters and are generally overcentralizing.
In these cases, the only counterplay to them is "hope they don't see you, and if they do, hope miss their shots". It removes agency from the other player and is just not fun to be on the recieving end of.
Two games that kinda handle sniper rifles in an okay way are:
>Halo: You cannot spawn with sniper rifles in most cases. They are considered "power weapons", must be fought for and have limited ammo.
>TF2: Only the lightest of classes can be instantly gibbed by a Sniper from full HP. For every other class the sniper must commit to aiming down the scope (severely limiting his perhipheral vision and mobility) for a good few seconds before firing. In addition, most maps are designed with the sniper's sight-lines in mind.
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>>737117082
The real reason is that the existence of sniper rifles and similar long range weapons transform a fight from two groups running into and around each other over and over into a full scale battle that actually requires tactics, strategy and understanding of the map and environment as a whole. Lots of people also don't like shotguns, they are two sides of the same coin.
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>>737118250
>where sniper rifles can instantly kill you instantly from any range with no setup/charge time - just point and click.
they can't though, I can't remember a single game like that except gay milsim shit where even a 5.56 can do that
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>>737117082
When the only counter to a thing is the same thing, it's poorly designed. The only counter to a sniper is another sniper, as nothing else projects the same threat at the same distance.
>b-but muh cover...!
By hiding behind cover, you're not countering the sniper, you're being countered. Map control is being taken from you, freedom of movement is being taken, momentum is being taken. Most games where snipers are a problem also have poorly designed maps with long sight lines and no fully covered approach to flank snipers. If it's a game like Marathon, it's even worse, because not being able to move freely is about as bad as getting instantly killed in terms of fucking up your progress.
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>>737118261
>in this he spams 4 chem grenades and only kills a retard decides to push on a narrow corridor
one of those 2 tried to rotate with a shotty under the hatch and I killed him
>spam chem nades
The only adeguate response to three shield LMG fags camping Pinwheel entrance
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>>737118415
Honestly its almost impossible to capture what makes this game fun on video. The gun fights are fine, but my enjoyment is mostly coming from the tension before fights. I mostly play solo to focus on contracts and unlike most games where the combat is the point of the game combat avoidance is often the point of this one. I only fight in self defense when another player pushes on me. Sometimes I even prox chat and talk them out of attacking me. In practice its like playing a stealth action game where you can verbally negotiate with your opponents or engage them at your discretion. Its really rather good if you like stealth games. I can't speak in it being good for all types of players but for me its fun.
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>>737117082
In most games it is cause the scope is hyper steady at all times and just requires 1 or 2 shots to kill from any range. With authistic aim this means they are also effective up close.
Meanwhile all other guns require recoil control cause you need far more hits to down someone.
>>737118693
A good counter to a sniper are flanking routes. Which needs good map design. Or a supression effect that creates scope sway for the sniper.
>>737118983
If it was so meta why arent most soldiers using snipers?
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>>737118693
>What is suppression
>What is cover fire
>What is flanking
>What is encirclement
This is a perfect example, further down their direction there's a tunnel that leads right under my ass, these retards choose to bruteforce a push into the killbox
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>>737119614
Please, the AI Uplink tunnels take so long to run through and you have to make noise either breaking vents or opening doors on either side to get in or out of them, unless you're retarded or extremely preoccupied there's no way anyone gets flanked through them
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>>737121220
>Please, the AI Uplink tunnels take so long to run through and you have to make noise either breaking vents
Nah
>or opening doors
You have like 3 doors
>>737121903
Yes, but it does suffer from nade spam because of kitted team carrying,3 stacks of flechette and heat nades each
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>>737121903
I think Outpost is really good as well.
The ways to get into pinwheel, the contest for the red key cards, opening up command wing, all the rooks in the late game.
That map has a whole ecosystem of objectives and game pace.
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>>737117082
Giving players long ranged onehitkill weapons is just a stupid design.
One might argue that OHK shotguns are just as unfair but no they're not, they have to be close and they carry a much higher risk of getting themselves killed. You could also just walk away from the shotgun.
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>>737118693
>Map control is being taken from you, freedom of movement is being taken, momentum is being taken.
That is literally the point of the sniper and its role. To do this they have to trade a significant amount of reactiveness and freedom of movement themselves all to focus on a specific area on the map while requiring strong aim and enough situational awareness of when threats can close in without sacrificing their own efficacy. And no, because they have to commit to that focus someone in turn approaching to flank them is not the flanker being countered, it is them adapting. Someone being countered by a sniper would be the one being caught out in the open or distracted in that line of sight with zero evasive movement.
Probably the most damning thing is that these examples are always framed as a 1v1 scenario in games that are always played in teams. For every person a sniper can shoot there should be 5 others at different spots around the map unknown to them. And yes this goes both ways, it's almost like it acts as a focal point for tactics to emerge.
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Holy FUCK the guns in Marathon look stupid. They look like a dumber version of those competition sport guns with all the doo-dads on them. I'm not gonna sit here and pretend I know what they should have been, or that I have some high minded perception of design, but when I look at those things (and Marathon's art direction in general) my gut reaction is "this looks dumb".
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